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TinCow
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Ok, I'm not protesting or anything... but I've never even heard of this happening. As usual, I popped a hut with a warrior... and out came an Army. I've noticed some differences in hut 'prizes' since 1.17f, but this is a HUGE addition. This means I'll never have to use a leader to build an Army to get my Epic, etc. Wow... I mean... wow...
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TinCow
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I reloaded the autosave for that turn and popped it again to get a picture. I've attached it for proof.
Attachment: hutarmy.jpg
This has been downloaded 566 time(s).
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TinCow
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Here's the save game. Use the warrior on the island to the east of my main island to pop the hut he's next to.
Attachment: army from hut.zip
This has been downloaded 11 time(s).
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Roy H Smith
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What was the weakest of the six Civilization attributes?
Expansionist.
But now if Settlers and Armies (!?) are real possibilities this attribute seems as valuable as Scientific, Religious, and the rest.
Welcome to a strategic fix.
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Nero Would
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In the Units section of the BIC file for the 1.17 patch, all units now have Barbarians as one of the civs is allowed to have the unit (before 1.17, only Warriers, Horsemen and Galleys were allowed to Barbarians). It appears that this change means that you can now get any kind of unit from a goody hut.
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Jeffrey Morris FIRAXIS
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This was fixed on the version that went up to www.firaxis.com and will be going up on civ3.com shortly. The units a barbarian can build has remained unchanged since v1.07f (the retail version). It was updated with the editor.
Jeff
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Worthingtons
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Pride Park,Derby
Jan 2002 time: 05:17
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Assuming this is any unit you have the tech for, has anyone got a worker yet??
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TinCow
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Maybe I'm misunderstanding this, but you're saying that the reason I got an Army was because I downloaded an early 1.17f patch? If this is so, why didn't I ever get horsemen from the huts in 1.16f? If this is not so, did anyone actually experience tech-progressing barbarians like in Civ 2?
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